How to protect the module?
#1
Posté 14 mars 2015 - 06:19
#2
Posté 15 mars 2015 - 03:51
Do you mean preventing the toolset from opening a module? As far as I know it's fortunately unfeasible, how could that "protect" the module anyway? If you're working in team and too many builders have access to the same file, you might set permissions accordingly in your OS(or your file sharing website). Alternatively you could provide your builders different copies of your mod so that they only have access to the content you choose...
Kato
#3
Posté 15 mars 2015 - 04:12
If you give us the "why" for your request, several of us could likely discuss other options to help meet your need (like Kato's post above), but there is no way to lock the module per se.
#4
Posté 16 mars 2015 - 08:11
Protect the module for copyright reasons and avoid the creation of fake versions or someone creating a server online of my module without my permission. I was thinking on create a Special Version in SinglePlayer mode or Multiplayer 2-4 players of my module to play only OFFLine.
I was builder in Warcraft III and all my modules of there was protected by a Chinese Program that cause Crash to Toolset if try open the module before extracting the files (the scripts is found in bad format of read and other things to difficult the modification of the module if you try to open it without toolset)
#5
Posté 16 mars 2015 - 08:41
I think you worry too much. I'd venture to say that ALL of the Community Members here have a healthy respect for creator rights and would certainly not duplicate your server without seeking your permission first. For example, WORM released Arbor Falls - arguably the best server created - to the community years ago and not a single person ever tried to duplicate his server. If anything they'd download the released version for inspiration and to see how WORM did things. The same thing would happen with your module.
I understand the work you've put into your server, but the greatest strength of this community has always been its willingness to share - which you have done by creating a server. If you're that concerned about people duplicating your server, then don't release the source code. Alternatively, you could post a version that weedles out all of the persistent functionality - since it wouldn't be needed for single player or multi-player use (well, with a DM that can save progress before closing the module).
- Kato - aime ceci
#6
Posté 16 mars 2015 - 10:56
I am not sure about publish the new version on vault
#7
Posté 16 mars 2015 - 12:42
Yes, there is a simple way to do so - save a script. When in the /temp0 directory while your module is open, modify the script name with an ASCII character. Then, back in the toolset, save your module. The ASCII character script will be saved when the module in the toolset is saved into .mod format.
The toolset will fail to open the module when it attempts to unpack the module into the /temp0 directory, forcing a manual process kill of nwtoolset.exe.
Pressing OK kills the module from finishing to unpack, leaving the module/temp0 directory empty of files, thus, unable to open in the toolset.
I suggest having a backup module too, so you can at least open that in the toolset to continue building.
FP!
- WhiteTiger aime ceci
#8
Posté 16 mars 2015 - 01:26
I think you mean a non-printable ASCII character...
But also bear in mind that there are erf extraction tools which will open up the module anyway. If you are concerned about sharing your work then don't share it. It is also worth remembering that you are probably using a lot of content from people who have willingly shared things with the community.
- Shadooow, kamal_, Kato - et 1 autre aiment ceci
#9
Posté 18 mars 2015 - 06:11





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